Without regard for religious belief, or the traditions of the arcane, the Philosopher seeks to discover the secrets of the universe. He challenges the established order and proves the impossible.
Originally Posted by Jethren of the Wizards Community forums.
Game Rule Information
Philosopher’s have the following game statistics.
Abilities – Intelligence is the most vital ability for a Philosopher. It determines their skills and improves their ability to use rituals. Constitution improves their chances of Survival, and prevents them from being distracted. Dexterity keeps a Philosopher out of harm’s way in combat.
Alignment – Any Neutral. A Philosopher must maintain a level of objectivity about the world around him.
Hit Die – D6
The Philosopher’s class skills (and the key ability for each skill) are Appraise (Intelligence), Bluff (Charisma), Concentration (Constitution), Craft (Intelligence), Decipher Script (Intelligence), Diplomacy (Charisma), Disable Device (Intelligence), Gather Information (Charisma), Handle Animal (Charisma), Heal (Wisdom), Knowledge (Any) (Intelligence), Perform (Act or Oratory) (Charisma), Profession (Wisdom), Search (Intelligence), Sense
Motive (Wisdom), Speak Language (N/A), Spellcraft (Intelligence), Spot (Wisdom), and Use Magic Device (Charisma)
Skill Points at 1st Level – (8 + Intelligence modifier) x 4
Skill Points at Each Additional Level – 8 + Intelligence modifier
|Class Level||Base Attack Bonus||Fort||Ref||Will||Features|
|1||+0||+0||+0||+2||Ritual (0), Chemistry|
All of the following are class features of the Philosopher.
Weapon and Armour Proficiencies
A Philosopher is proficient with all simple weapons. Philosophers are not proficient with armour or shields, and wearing armor of any kind interferes with a Philosopher’s rituals.
Ritual (Ex) : Studying the workings of the universe, the Philosopher learns how to duplicate a wide range of magical effects, however, tampering with the fabric of reality is dangerous, and the Philosopher risks great consequences if he stretches’ it too far. A Philosopher may make a Spellcraft check to duplicate the effects of any sorcerer or Cleric spell of a spell level up to the Philosopher’s ritual level. The DC for this check is 15 + (3x spell level) + the level of any other rituals successfully performed that day, with 0-level spells treated as half level. This check requires a full round action, or time equal to the spell’s casting time, whichever is greater, and requires the expenditure of reagents equal to the value of the material components of the base spell. These reagents may be purchaced or specially prepared using Craft (alchemy). Rituals provoke attacks of opportunity, are subject to arcane spell failure chance for wearing armor, and require Concentration , as though they were spells. Once completed, the effects of a ritual are resolved as a spell cast by a Cleric or sorcerer of half the Philosopher’s level, rounded up, using the Philosopher’s Intelligence as the primary spellcasting atribute. Rituals are subject to mishap as though activating a magical item on a natural 1, or when the check is failed by 5 or more. Because rituals are not true spells, feats which affect spellcasting, such as metamagic feats, do not apply to them.
Chemistry (Ex) : A Philosopher learns the properties of various materials through experimentation, and how to combine them. At first level, a Philosopher may use Craft (alchemy) without having a caster level.
Compose Thesis (Ex) : By writing down the principles behind a ritual, a Philosopher is able to simplify the process of performing it. A Philosopher of at least second level may make a thesis for any spell up to his ritual level. To compose a thesis, the Philosopher must succeed on a Spellcraft check (DC 20 + Spell Level), and expend resources as though crafting a scroll for the appropriate spell. A thesis is a single use item which reduces the time to perform a ritual for the chosen spell to a standard action, or to a full round action if it would normally take longer.
Countertheory (Ex): As his understanding of natural laws grows, the Philosopher is able to unravel the workings of magical effects with mere words. By arguing against the feasability of a standing magical effect, the Philosopher causes that effect to end, as though its durration had expired. Doing so requires a Perform (Oratory) check, with DC equal to that of the spell being targeted (calculate DC for spells which do not normally allow a save).
Medicine (Ex): Gaining knowledge of biology and nature allows the Philosopher to concoct a number of useful substances. A Philosopher of 8th level or higher is able to create potions as though he had the Craft Potion feat, substituting a Spellcraft check, DC 25 + Spell Level, for any spells required.
Metalurgy (Ex): At 12th level, a Philosopher’s understanding of metal working, coupled with his knowledge of the properties of a wide array of materials, allow him to make items of exceptional quality. He may duplicate the effects of the Craft Magic Arms and Armor and Craft Ring feats, substituting a Spellcraft check, DC 25 + Spell Level, for any spells required.
Invention (Ex): A Philosopher’s of 18th level or higher poseses such a vast knowledge that he is able to create devices of impossible complexity. He may duplicate the effects of the Craft Wonderous Item or Craft Rod feats, substituting a Spellcraft check, DC 25 + Spell Level, for any spells required.
Transcendance (Su): At 20th level, a Philosopher’s understanding of the laws of reality is so complete that he physicly transcends them. The Philosopher gains immunity to poison and dissease and his type changes to Outsider (Native).